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Investor Presentation May 2020

1 Safe Harbor Statement

This announcement contains forward-looking statements. These statements are made under the “safe harbor” provisions of the U.S. Private Securities Litigation Reform Act of 1995. These forward-looking statements can be identified by terminology such as “will,” “expects,” “anticipates,” “aims,” “future,” “intends,” “plans,” “believes,” “estimates,” “confident,” “potential,” “continue,” or other similar expressions. Among other things, the Effects of COVID-19, Outlook and quotations from management in this announcement, as well as ’s strategic and operational plans, contain forward-looking statements. Bilibili may also make written or oral forward-looking statements in its periodic reports to the U.S. Securities and Exchange Commission, in its annual report to shareholders, in press releases and other written materials and in oral statements made by its officers, directors or employees to third parties. Statements that are not historical facts, including but not limited to statements about Bilibili’s beliefs and expectations, are forward-looking statements. Forward-looking statements involve inherent risks and uncertainties. A number of factors could cause actual results to differ materially from those contained in any forward-looking statement, including but not limited to the following: the effect of the COVID-19 pandemic on the Bilibili’s business, results of operations, financial condition, and stock price; Bilibili’s strategies; Bilibili’s future business development, financial condition and results of operations; Bilibili’s ability to retain and increase the number of users, members and advertising customers, provide quality content, products and services, and expand its product and service offerings; competition in the online entertainment industry; Bilibili’s ability to maintain its culture and brand image within its addressable user communities; Bilibili’s ability to manage its costs and expenses; PRC governmental policies and regulations relating to the online entertainment industry, general economic and business conditions globally and in and assumptions underlying or related to any of the foregoing. Further information regarding these and other risks is included in the Company’s filings with the Securities and Exchange Commission. All information provided in this presentation is as of the date of the presentation, and the Company undertakes no duty to update such information, except as required under applicable law.

2 Enrich the everyday life of young generations in China

172mn 156mn 51mn 13.4mn 87mins 70% YOY 77% YOY 69% YOY 134% YOY Avg. daily time spent (1) (4) MAU (1) (2) Mobile MAU (1) (2) DAU (1) MPU (1) (3)

:

3 Our rapid growth

Rapid user base expansion lays a solid foundation for fast revenue growth

MAU (mn) Net revenue (RMB mn)

172 2,316

2,008 1,859 128 130 1,538 110 101 1,374 93 93 85 1,156 1,079 77 1,027 868

18Q1 18Q2 18Q3 18Q4 19Q1 19Q2 19Q3 19Q4 20Q1 18Q1 18Q2 18Q3 18Q4 19Q1 19Q2 19Q3 19Q4 20Q1

4 We have captured the golden cohort in a golden industry Massive room for growth | Gen Z: future of the entertainment market

5G adaption will revolutionize Gen Z outgrows overall how people produce and consume content China’s online entertainment market (2)

Online users in China (mn) (1) Market size (RMB bn) Gen Z’s contribution

850 Gen Z CAGR Deep user penetration759 1,332 725 24% 579 545 504 433 428 571

66% 59%

2013 2014 2015 2016 2017 2018 Jun-19 Mar-20 2019 2023E

5 Notes: (1) The 45th China Statistical Report on internet development by China Internet Network Information Center (CNNIC) for the period ended March 2020. (2) According to iResearch report issued in May 2020. The story

Efficient with tremendous upside

Commercialization

Ever-growing supply of Highly engaged user generated content Users and sticky

Content Community

6 Content Community Commercialization We have become the welcoming home of diverse interests...

Vlog Lifestyle Science No.1(1) E-Sports Tech & Knowledge Game (1) (1) No.5 No.2 Electronics ACG Mobile Games , Comic and Game

Anime Entertainment Cosplay Pop Culture (1) (1) No.4 No.3

Chinese Anime Celebrity Notes: (1) Ranked by video views in 20Q1 7 Content Community Commercialization …And ever-growing supply of creative PUG

Talented Content Creators Number of Monthly Average Active Content Creators

146% 1.8mn 0.7mn Createreate Encourage

19Q1 20Q1 91%(1) High-quality Content Creation Loyal Fan Base total video views Number of Monthly Video Submissions Number of Content Creators with more than 10,000 Fans contributed by PUG videos 4.9mn 138% 82% 2.1mn

19Q1 20Q1 Mar 31,2019 Mar 31,2020

Notes: Engage (1) In 20Q1 8 Content Community Commercialization Continuous support to content creators in all layers

VIP Service Maximize influence Power Alliances Unlock commercial value Top 100 UP Award

Reward Better incentive Cash Incentive Program (250,000+ enrolled) (1) Better recognition

Tutor Higher quality New Star Project production UP Academy

Tools Mobile Content Easier to create Submission

Notes: (1) In 20Q1 9 Content Community Commercialization Our OGV strategy: form IP assets and fuel the growth of premium members

10.9mn and growing premium members

(mn) Up 127% YOY

10.9

Launching 40 Bilibili produced Chinese Anime titles throughout 2020 and 2021 7.6

6.1 5.3 4.8 3.6 2.7 2.1

More offerings in documentary, tv, movie and variety show Jun-18 Sep-18 Dec-18 Mar-19 Jun-19 Sep-19 Dec-19 Mar-20 10 Content Community Commercialization New Year’s Eve Gala | The Most Beautiful Night of 2019

90mn+ Video playbacks (1)

3mn+ Bullet-chats (1)

5bn+ Media exposure (2)

9.1 9.3 9.9

Voted by 130+k audiences

‘This is the voice of young people. This is the voice of the generations!’ ---People’s Daily

‘Bilibili’s value is about deeply understanding and fully respecting young people’s interests, and tailor-making its product to cater to their needs. The gala itself is a clear testimony!’ --- Yicai

“Bilibili allowed all – the old and the young, the world-class, the internet culture and mass culture, as well as gaming and animation – to participate in harmony and happiness."---Social media

Notes: (1) As of Mar 31, 2020 (2) Media exposure is measured by the number of views in related articles and videos by Feb 2020 11 Content Community Commercialization We foster highly engaged and sticky communities

Highly engaged users:

1.1bn avg. daily video views in Q1 113% YoY growth

4.9bn interactions(1) generated monthly in Q1 260% YoY growth

Notes: (1) Interactive features such as bullet-chats, commentaries, following, favorites, sharing, bilibili moment posts, virtual gifting and like etc. 12 Content Community Commercialization We foster highly engaged and sticky communities

82mn official members (1) 80%+ 12th-month retention rate (1)

(mn) 100% 82

90%

68 80% 62

54 70% 49 45 42 60% 38 35 50% 0 3 6 9 12 Mar-18 Apr-18 May-18 Jun-18 Jul-18 Aug-18 Sep-18 Oct-18 Nov-18 Dec-18 18Q1 18Q2 18Q3 18Q4 19Q1 19Q2 19Q3 19Q4 20Q1 Jan-19 Feb-19 Mar-19

Notes: (1) To become an official member, user needs to take and pass a community entrance exam consists of 100 questions covering community etiquette and various topics 13 Content Community Commercialization Commercialization comes naturally: massive user demand intersects with high quality supply

Demand Supply Efficient match Large and engaged driven by Mobile Games user base big data insights Advertising with of user interests and Live Broadcasting strong willingness to pay behaviors Value Added Services ….

We understand users’ demand… …and we offer the right content and services

14 Content Community Commercialization Compelling core competency of our business

We have massive gamers We know what they want Ability to pick and operate

User interest & behavior 1 Self developed Game is the 2nd most popular quality user data video genre on our platform 32 Exclusively distributed Game-themed live broadcasting is also well received 740+ Jointly Customized game recommendation operated

2020 Launched

Strong pipeline

Majority of our gamers are directly converted from our platform 15 Content Community Commercialization Robust game revenue growth

Up 32% (RMB mn) YOY

1,151

920 933 873 871

791 744 688 713

18Q1 18Q2 18Q3 18Q4 19Q1 19Q2 19Q3 19Q4 20Q1 16 Content Community Commercialization Value-Added Services: multi-faceted commercialization

Bilibili Comic Pay to view comic platform

Premium membership Live broadcasting Maoer Enjoy exclusive or advanced Natural extension of our Premium high quality content diversified content platform audio drama platform 17 Content Community Commercialization

VAS revenue: strong growth with great potential

(RMB mn) Up 172% YOY

794

571

453

326 292

202 169 96 119

18Q1 18Q2 18Q3 18Q4 19Q1 19Q2 19Q3 19Q4 20Q1 18 Content Community Commercialization Brand & Performance-based advertising: two growth engines

Gen Z is the golden cohort Customized and innovative performance-based ads well chased by brand advertisers help advertisers reach and convert target audiences 19 Content Community Commercialization Advertising revenue: strong growth with great potential

(RMB mn) Up 90% YOY

290

247

214

168 160 137 112 96 70

18Q1 18Q2 18Q3 18Q4 19Q1 19Q2 19Q3 19Q4 20Q1 20 OUR FINANCIALS

21 Expanding user base drives revenue growth Total MAUs Diversified Revenue Mix (mn) (RMB mn) Y-o-Y Growth % 70% Y-o-Y Growth % 69%

172 2,316

2,008 1,859 128 130 110 1,538 101 1,374 93 93 85 1,156 1,079 77 1,027 868

18Q1 18Q2 18Q3 18Q4 19Q1 19Q2 19Q3 19Q4 20Q1 18Q1 18Q2 18Q3 18Q4 19Q1 19Q2 19Q3 19Q4 20Q1

Mobile games VAS Advertising E-commerce and Others 22 Rapid growth of paying users and paying ratio Impressive growth of paying users MPU / MAU MPUs (mn) Y-o-Y Growth % 134%

7.8% 13.4 6.8% 6.2% 5.7% 5.7%

8.8 4.8% 7.9 3.8% 6.3 3.5% 5.7 3.2% 4.4 3.5 3.0 2.5

18Q1 18Q2 18Q3 18Q4 19Q1 19Q2 19Q3 19Q4 20Q1 18Q1 18Q2 18Q3 18Q4 19Q1 19Q2 19Q3 19Q4 20Q1

23 Cost of revenue and operating expenses

Cost of Revenue (1) Operating Expenses (1) (Non-GAAP, RMB mn; as a percentage of revenue %) (Non-GAAP, RMB mn; as a percentage of revenue %) Gross margin % Operating expense as percentage of revenue %

14.2% 16.8% 19.2% 20.1% 23.2% 33.9% 36.3% 39.2% 38.9% 44.3%

1,778 1,026 1,604 1,501 13% 6% 1,280 782 19% 729 1,179 18% 12% 15% 7% 12% 15% 11% 559 8% 13% 14% 466 16% 16% 14% 11% 14% 8% 12% 15% 16% 8% 13% 38% 13% 26% 35% 20% 40% 37% 36% 19% 13% 15%

19Q1 19Q2 19Q3 19Q4 20Q1 19Q1 19Q2 19Q3 19Q4 20Q1

(2) (3) (4) (5) Revenue-sharing costs Content costs Server and bandwidth costs E-commerce and others Sales and marketing expenses Research and development expenses Notes: General and administrative expenses (1) Excluding Share-based compensation (2) Revenue-sharing costs consist of fees paid to game developers, distribution channels (app stores) and payment processors, as well as fees we pay to hosts of our live broadcasting program and content creators in accordance with our revenue-sharing arrangements. (3) Content costs consist of amortized costs of purchased licensed content from copyright owners or content distributors. (4) Server and bandwidth costs are the fees we pay to telecommunication carriers and other service providers for telecommunication services, hosting our servers at their internet data centers, and providing content and application delivery services. (5) E-commerce and others include cost of goods sold associated with our E-commerce business, staff cost, depreciation and others. 24 Consolidated balance sheets (RMB MM) Dec 31, 2019 Mar 31, 2020 Assets Cash and cash equivalents 4,963 4,445 Time deposits 1,845 1,313 Accounts receivable, net 745 585 Prepayments and other current assets 1,511 1,701 Short-term investments 1,261 2,189 Total current assets 10,324 10,233

Property and equipment, net 516 481 Production cost, net 444 496 Intangible assets, net 1,657 1,815 Deferred tax assets 10 12 Goodwill 1,012 1,012 Long-term Investments, net 1,251 1,446 Other long-term assets 302 276 Total non-current assets 5,193 5,538 Total Assets 15,517 15,771

Liabilities Accounts payable 1,904 2,132 Salary and welfare payables 356 263 Taxes payable 68 55 Short-term loans - 100 Deferred revenue 1,369 1,491 Accrued liabilities and other payables 576 761 Total current liabilities 4,273 4,802 Long-term debt 3,415 3,471 Other long-term liabilities 193 173 Total non-current liabilities 3,608 3,644 Total Liabilities 7,880 8,446

Redeemable non-controlling interests - 126

Total Bilibili Inc.’s shareholders’ equity 7,052 6,599 Noncontrolling interests 584 600 Total shareholders’ equity 7,636 7,199

Total liabilities, redeemable noncontrolling interests and shareholders’ equity 15,517 15,771 25 Consolidated statements of operations and comprehensive loss

(RMB MM, unless otherwise stated)

19Q1 19Q4 20Q1 YoY Change Net revenues Mobile games 873 871 1,151 32% Value-added services (formerly known 292 571 794 172% as Live broadcasting and VAS) Advertising 112 290 214 90% E-commerce and others 96 276 157 64% Total net revenues 1,373 2,008 2,316 69% Cost of revenues (1,184) (1,610) (1,785) 51% Gross profit 189 398 531 180% Sales and marketing expenses (182) (413) (606) 234% General and administrative expenses (128) (160) (172) 33% Research and development expenses (186) (245) (297) 60% Total operating expenses (496) (818) (1,075) 117% Loss from operations (307) (420) (544) 77% Investment income/(loss),net 82 (0) (26) -132% Interest income 24 36 27 9% Interest expense - (15) (15) - Exchange (losses)/gains (2) (3) 12 -705% Others, net 15 22 17 16% Loss before income tax (188) (380) (529) 182% Income tax (8) (7) (9) 15% Net loss (196) (387) (538) 175% Adjusted net loss (145) (337) (475) 226%

26 THANK YOU!

IR Contacts

Bilibili Inc.

Juliet Yang Tel: +86-21-2509 9255 Ext. 8523 E-mail: [email protected]

The Piacente Group, Inc.

Tel: +86-21-6039-8363 (In China) Tel: +1-212-481-2050 (In U.S.) E-mail: [email protected]

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